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classes.py
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401 lines (330 loc) · 12.1 KB
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from __future__ import annotations
import random
from enum import Enum
from typing import Tuple
class Suit(Enum):
SPADES = "♠️" # ♠♤
CLUBS = "♣️" # ♣♧
DIAMONDS = "♦️" # ♦♢
HEARTS = "♥️" # ♥♡
# ♠︎♥︎♦︎♣︎ becomes ♠️♥️♦️♣️.
@property
def index(self) -> int:
"""
return 0 for firsst element (SPADES),
return 1 for second element (CLUBS),
etc.
"""
return self._sort_order_
def __gt__(self, other: Suit) -> bool:
"""
нужно придумать механиз, как сравнить self масть и other масть и вернуть True, если self больше чем other
:param other:
:return:
"""
return self.index > other.index
def __lt__(self, other: Suit) -> bool:
return self.index < other.index
def __str__(self) -> str:
# we can colorize output:
#
# class Style():
# RED = "\033[31m"
# CYAN = "\033[34m"
# WHITE = "\033[37m"
# BLACK = "\033[30m"
# PINK = "\033[38;5;206m"
# RESET = "\033[0m"
#
# if self in [Suit.DIAMONDS, Suit.HEARTS]:
# return Style.RED + self.value + Style.RESET
# else:
# return Style.WHITE + self.value + Style.RESET
return self.value
class Rank(Enum):
TWO = 2
THREE = 3
FOUR = 4
FIVE = 5
SIX = 6
SEVEN = 7
EIGHT = 8
NINE = 9
TEN = 10
JACK = 11
QUEEN = 12
KING = 13
ACE = 14
def __str__(self) -> str:
match self:
case Rank.JACK:
return "J"
case Rank.QUEEN:
return "Q"
case Rank.KING:
return "K"
case Rank.ACE:
return "A"
case _:
return str(self.value)
def __gt__(self, other: Rank) -> bool:
return self.value > other.value
def __lt__(self, other: Rank) -> bool:
return self.value < other.value
class Card:
rank: Rank
suit: Suit
owner: AbstractPlayer | None
def __init__(self, rank: Rank, suit: Suit):
self.rank = rank
self.suit = suit
self.owner = None
@property
def index(self) -> int:
"""
Служит для сортировки всех карт в колоде
:return:
"""
return (self.suit.index * 100) + self.rank.value
def __hash__(self):
return hash((self.rank, self.suit))
def __lt__(self, other: Card):
return self.index < other.index
def __gt__(self, other: Card):
return self.index > other.index
def __eq__(self, other: Card):
return self.index == other.index
def __str__(self):
# return f'{self.rank}'+Style.RED+f'{self.suit}'+Style.RESET
return f'{self.rank}{self.suit}'
def __repr__(self):
# return f'{self.rank}'+Style.RED+f'{self.suit}'+Style.RESET
return f'{self.rank}{self.suit}'
class Game:
"""
Класс служит точкой доступа для других классов, чтобы "набор карт" card_set был доступен во всех классах.
Этот класс не имеет экземпларов.
В НАСТОЯЩЕЕ ВРЕМЯ НЕ ИСПОЛЬЗУЕТСЯ.
"""
cards = None
class AbstractPlayer:
"""
От этого класса будут наследоваться Колода (Deck), Сброс(Pile) и Игрок(Player).
"""
table: Table = None # Ссылка на Table, чтобы каждый объект Player имел доступ к Столу
@property
def cards(self) -> set:
"""
Возвращает все карты, которые на руках у данного игрока (или колоды, или сброса)
:return:
"""
filtered = {obj for obj in self.table.cards if obj.owner == self}
return filtered
@property
def random_card(self):
return random.choice(tuple(self.cards))
@property
def number_of_cards(self):
return len(self.cards)
def __str__(self):
sorted_objects = sorted(self.cards, key=lambda x: x.index)
s = ' '.join(map(str, sorted_objects))
return s if s else '-'
class Deck(AbstractPlayer):
"""
Особенность этого класса в том, что колода создается в самом начале, и из нее карты могут
только сдаваться игрокам. Возвращать карты в колоду нельзя.
Колода инициализируется набором CardSet
"""
def __init__(self) -> None:
"""
:param args:
"""
# for c in Game.cards:
# c.owner = self
...
def draw(self, player: AbstractPlayer, cards: Card | tuple[Card] | None):
"""
Сдать случайную карту (cards = None) или набор конкретных карт из колоды игроку player.
:return:
"""
if cards:
if type(cards) is Card:
cards.owner = player
else:
for item in cards:
item.owner = player
else:
card = self.random_card
card.owner = player
class Pile(AbstractPlayer):
"""
Особенность этого класса в том, что из сброса нельзя доставать карты.
Их туда можно только помезать.
Сброс инициализируется пустым набором.
"""
...
class Player(AbstractPlayer):
"""
Карты могут перемещаться от колоды (Deck) к игроку и от игрока в сброс (Pile)
"""
def discard_to_pile(self):
"""
Выкинуть все карты с руки в сброс
:return:
"""
for card in self.cards:
card.owner = self.table.pile
def discard_to_deck(self):
"""
Вернуть все карты с руки в колоду
:return:
"""
for card in self.cards:
card.owner = self.table.deck
def get_suit(self, suit: Suit) -> list[Card]:
"""
Возвращает все карты выбранной масти в руке.
:return:
"""
return list(filter(lambda n: n.suit == suit, self.cards))
def get_high_card(self, suit: Suit) -> Card | None:
"""
Возвращает старшую карту в масти
:param suit:
:return:
"""
if self.get_suit(suit):
return max(self.get_suit(suit))
# DEPRECATED
# def move(self, hand: Player, cards: Tuple[Card, ...] | Card):
# """
# Переместить из набора self в набор Hand список карт Tuple[Card] или одну карту Card.
# :param cards:
# :param hand:
# :return:
# """
# def __do_move(c: Card) -> None:
# self.away(c)
# hand.add_card(c)
#
# if type(cards) is Card:
# # значит в функцию передали одну карту, а не кортеж
# card = cards
# __do_move(card)
# else:
# for card in cards:
# __do_move(card)
class Table:
"""
Представляет собой Игровой Стол.
Инкапсулирует Карты, Колоду и Сброс, и Игроков
"""
cards: set[Card] = set()
deck: Deck = None
pile: Pile = None
players: list[Player] = None
def __init__(self, card_set: tuple[Card | list[Card]], deck: Deck, pile: Pile, players: list[Player]):
self.deck = deck
self.pile = pile
self.players = players
# таким образом, экземпляры Игроков, Сброса и Колоды будут иметь доступ к Столу
deck.table = self
pile.table = self
for p in players:
p.table = self
for item in card_set:
if type(item) is Card:
# item is a single card
self.cards.add(item)
else:
# item is a list of cards
self.cards.update(item)
@property
def total(self):
return len(self.cards)
@property
def all_cards(self):
return self.cards
def reset(self):
"""
Reset table, all in-game card moved to DECK
:param table:
:return:
"""
for c in self.all_cards:
c.owner = self.deck
"""
PREDEFINED VARIABLE FOR EVERY CARD
"""
J = 'J'
Q = 'Q'
K = 'K'
A = 'A'
KEYS = [2, 3, 4, 5, 6, 7, 8, 9, J, Q, K, A]
# global SPADES, S_7, S_8, S_9, S10, S_J, S_Q, S_K, S_A
S = {}
S[2] = Card(Rank(Rank.TWO), Suit(Suit.SPADES))
S[3] = Card(Rank(Rank.THREE), Suit(Suit.SPADES))
S[4] = Card(Rank(Rank.FOUR), Suit(Suit.SPADES))
S[5] = Card(Rank(Rank.FIVE), Suit(Suit.SPADES))
S[6] = Card(Rank(Rank.SIX), Suit(Suit.SPADES))
S[7] = Card(Rank(Rank.SEVEN), Suit(Suit.SPADES))
S[8] = Card(Rank(Rank.EIGHT), Suit(Suit.SPADES))
S[9] = Card(Rank(Rank.NINE), Suit(Suit.SPADES))
S[10] = Card(Rank(Rank.TEN), Suit(Suit.SPADES))
S[J] = Card(Rank(Rank.JACK), Suit(Suit.SPADES))
S[Q] = Card(Rank(Rank.QUEEN), Suit(Suit.SPADES))
S[K] = Card(Rank(Rank.KING), Suit(Suit.SPADES))
S[A] = Card(Rank(Rank.ACE), Suit(Suit.SPADES))
SPADES = [S[2], S[3], S[4], S[5], S[6], S[7], S[8], S[9], S[10], S[J], S[Q], S[K], S[A]]
# global CLUBS, C_7, C_8, C_9, C10, C_J, C_Q, C_K, C_A
C = {}
C[2] = Card(Rank(Rank.TWO), Suit(Suit.CLUBS))
C[3] = Card(Rank(Rank.THREE), Suit(Suit.CLUBS))
C[4] = Card(Rank(Rank.FOUR), Suit(Suit.CLUBS))
C[5] = Card(Rank(Rank.FIVE), Suit(Suit.CLUBS))
C[6] = Card(Rank(Rank.SIX), Suit(Suit.CLUBS))
C[7] = Card(Rank(Rank.SEVEN), Suit(Suit.CLUBS))
C[8] = Card(Rank(Rank.EIGHT), Suit(Suit.CLUBS))
C[9] = Card(Rank(Rank.NINE), Suit(Suit.CLUBS))
C[10] = Card(Rank(Rank.TEN), Suit(Suit.CLUBS))
C['J'] = Card(Rank(Rank.JACK), Suit(Suit.CLUBS))
C['Q'] = Card(Rank(Rank.QUEEN), Suit(Suit.CLUBS))
C['K'] = Card(Rank(Rank.KING), Suit(Suit.CLUBS))
C['A'] = Card(Rank(Rank.ACE), Suit(Suit.CLUBS))
CLUBS = [C[2], C[3], C[4], C[5], C[6], C[7], C[8], C[9], C[10], C[J], C[Q], C[K], C[A]]
# global DIAMONDS, D_7, D_8, D_9, D10, D_J, D_Q, D_K, D_A
D = {}
D[2] = Card(Rank(Rank.TWO), Suit(Suit.DIAMONDS))
D[3] = Card(Rank(Rank.THREE), Suit(Suit.DIAMONDS))
D[4] = Card(Rank(Rank.FOUR), Suit(Suit.DIAMONDS))
D[5] = Card(Rank(Rank.FIVE), Suit(Suit.DIAMONDS))
D[6] = Card(Rank(Rank.SIX), Suit(Suit.DIAMONDS))
D[7] = Card(Rank(Rank.SEVEN), Suit(Suit.DIAMONDS))
D[8] = Card(Rank(Rank.EIGHT), Suit(Suit.DIAMONDS))
D[9] = Card(Rank(Rank.NINE), Suit(Suit.DIAMONDS))
D[10] = Card(Rank(Rank.TEN), Suit(Suit.DIAMONDS))
D['J'] = Card(Rank(Rank.JACK), Suit(Suit.DIAMONDS))
D['Q'] = Card(Rank(Rank.QUEEN), Suit(Suit.DIAMONDS))
D['K'] = Card(Rank(Rank.KING), Suit(Suit.DIAMONDS))
D['A'] = Card(Rank(Rank.ACE), Suit(Suit.DIAMONDS))
DIAMONDS = [D[2], D[3], D[4], D[5], D[6], D[7], D[8], D[9], D[10], D[J], D[Q], D[K], D['A']]
# HEARTS - ЧЕРВИ
H = {}
H[2] = Card(Rank(Rank.TWO), Suit(Suit.HEARTS))
H[3] = Card(Rank(Rank.THREE), Suit(Suit.HEARTS))
H[4] = Card(Rank(Rank.FOUR), Suit(Suit.HEARTS))
H[5] = Card(Rank(Rank.FIVE), Suit(Suit.HEARTS))
H[6] = Card(Rank(Rank.SIX), Suit(Suit.HEARTS))
H[7] = Card(Rank(Rank.SEVEN), Suit(Suit.HEARTS))
H[8] = Card(Rank(Rank.EIGHT), Suit(Suit.HEARTS))
H[9] = Card(Rank(Rank.NINE), Suit(Suit.HEARTS))
H[10] = Card(Rank(Rank.TEN), Suit(Suit.HEARTS))
H['J'] = Card(Rank(Rank.JACK), Suit(Suit.HEARTS))
H['Q'] = Card(Rank(Rank.QUEEN), Suit(Suit.HEARTS))
H['K'] = Card(Rank(Rank.KING), Suit(Suit.HEARTS))
H['A'] = Card(Rank(Rank.ACE), Suit(Suit.HEARTS))
HEARTS = [H[2], H[3], H[4], H[5], H[6], H[7], H[8], H[9], H[10], H['J'], H['Q'], H['K'], H['A']]
# FULL_SET
FULL_PACK = SPADES + CLUBS + DIAMONDS + HEARTS